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The Wanderer Anti-missile isn't as effective as the more easily obtainable Remnant Point defense, or even the Korath Warder to a degree. Their main antagonists use highly effective missile weapons, and they have to develop an entirely new anti-missile weapon and even a drone platform to compensate for it.only it doesn't. The wanderers have the best story-level tech level ships and weapons in the game, on par with Ka'het and beating out Korath and Remnant on effectiveness per weapon. Wanderer anti-missile: improve effectiveness. I give these weapons 50% extra armor damage, seeing as they act like a particle beam and allow the enemy korath in the game do a more respectable amount of armor damage, as well as giving the beam a marginally useful role as a strong anti-armor weapon beam competitive with human and Ka'het beam weapons, since otherwise there's really not much point fitting one to a ship other than to act as a repulsor weapon. Giving the Far Lek 14 22 weapon space and 11 extra outfit space to fit a Fire Lance gives it a role alongside the fighter, rounds the Sestor armament out better, and does actually look pretty cool. The drone itself underperforms and has no real purpose compared to its fighter counterpart, which does twice the damage for virtue of having a second gun. The Kor Sestor use every standard korath weapon other than the Firelance, and the Far Lek 14 drone is an ideal platform for it. This makes what amounts to a gimmick weapon actually *smart*, and remains efficient when paired up against higher tech or more expensive weapons.
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Simply adding a cluster-fire option noticeably increases their effectiveness at this level since it does two very important things it makes its tracking much more effective, and it negates the unintentional dps cutoff that renders the weapon useless past two emplacements from reaching the rate of fire cap for projectiles. Human blasters are, despite being one of the most prolific weapons in the game, one of the weakest due to how difficult they are to scale up in power compared to proton and plasma cannons.
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I'll list a few of them and the reasons I have for them to make a good case for adding them into the base game eventually after testing, which I'm confident from what I've seen shouldn't upend things too terribly.
#ENDLESS SKY SHIPS WONT FOLLLOW THROUGH WORMHOL SERIES#
So after playing the game since alpha I find myself making the same series of outfit tweaks whenever I don't happen to have a backup saved of my changes. Seems to be working well but I wonder if I could be optimising them for certain purposes? Not to mention it's gotten to the point where my escorts will litereally destory anything they shoot at in seconds instead of simply disabling it. Er, anything else I should be doing if I'm looking for story progression?Īlso, any suggestion of escort loadouts? I've amassed quite a fleet of pirate cruisers "converted" to my cause, but I usually leave their loadouts the way they were. I suppose I should be looking for missions in the rim world to advance the new worlds storyline. I met the race of people who built a church since before humans were colonizing. The attack that kicks off the new worlds storyline has happend. I can make money for money's sake, but I haven't experienced a lot of story. I played Escape Velocity back in the day and discovered this when I searched for Escape Velocity inspired games.
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Hiya, let me just start by saying I absolutely ADORE this game.